Yeah man I mean why use mods when you can customize any map to use the same data pack you pre-made, You then can have as many maps as you... Oh wait, no you can have like 5 and then you can't have anything else yourself.

Seriously anything that could ever get you around the ludicrous publishing limit is good. So mods are good and needed.Also with current limits no map could even come close to a proper mod.

What do you expect in a starcraft 2 mod, given your definition, mesk? The definition of a current sc2 mod seems fitting enough, although I wish you could load maps with a mod without explicitely making it depndent of said mod. But that can be eventualy fixed, not that I would worry much if it doesnt.

Alevice wrote:although I wish you could load maps with a mod without explicitely making it depndent of said mod.

Ba-dum-tish. You got it girlfriend.

By environmental definition the current mod system is a campaign system because it works like wc3's campaign system. Maps having to be dependent on the mod for it to work instantly excludes it from the definition of a mod. Especially since the mods also cannot effect the main menu and such.

Well it's nice to have for sense of completion. If, for example, I had AO2, I'd like to edit the main menu screen to include AO-specific art, music, and other such assets. It would complete the feeling. Total conversions and all.

Obviously the whole true mod environment is something most mappers wouldn't give two shits about because they never consider to make a global-level project. This kind of a project really diminished in wc3 because of its map-friendly mod-hostile system. On the other hand, with games like Diablo 2 and Age of Wonders 2 and even UT*, TC's are commonday and stuff like this is very average and realistic to think of.

What hurts sc2 is not the fact that they don't natively support these mods but that they will ban you for changing the patch mpqs in the first place.

IskatuMesk wrote:Well it's nice to have for sense of completion. If, for example, I had AO2, I'd like to edit the main menu screen to include AO-specific art, music, and other such assets. It would complete the feeling. Total conversions and all.

Yeah, fair enough. Since total coversions are far from my priority I guess that's why I am not bothered by such.

The ideal comprimosie would be tat you could preload a mod on startup via command line parameters or a simple mod loading menu a la DoW1.

IskatuMesk wrote:Obviously the whole true mod environment is something most mappers wouldn't give two shits about because they never consider to make a global-level project. This kind of a project really diminished in wc3 because of its map-friendly mod-hostile system. On the other hand, with games like Diablo 2 and Age of Wonders 2 and even UT*, TC's are commonday and stuff like this is very average and realistic to think of.

While there is validity to whta you say, your examples work way too differently to an RTS to compare. Interestigly, wc3 wasn't as mod hostile as people would like to claim, but barely any preloaded mod gained interest, due to the fatc that you could have custom assets and objetcs within a single map/campaign.

IskatuMesk wrote:What hurts sc2 is not the fact that they don't natively support these mods but that they will ban you for changing the patch mpqs in the first place.

My proposal of mod preloading through command line parameters could solve that. You could even get rid of the Liberty mod if you didnt use it at all.